Base Class: Wizard
Magick Archers master a tradition of wizardry that incorporates spell shaping into archery. In combat, a Magick Archer uses a customized stringless bow that is capable that allows the Magick Archer to channel their spells into reshaped archery-based versions.
Magick Archery
You have learned how to adapt normal short bows into customized magick bows for your archery. Whenever you take the attack action with a magick bow, you require no ammunition, and the attack fires a single magical bolt of force. As long as the target is within your bow's long range, the attack automatically hits, and deals 1d4 + 1 damage.
As part of making an attack with the bow, you can expend a spell slot to increase the number of bolts fired by 1 + the level of the spell slot expended. These additional bolts can target different creatures.
You may use your Intelligence for attack and damage rolls using a magick bow, should any be required.
Level 3: Arcane Sculpting
You double the time and gold cost to copy spells of any school into your spell book due to the extra understanding and manipulation you require for your magic. You gain proficiency with Tinkers Tools.
Magick Shots - Additionally, you learn to empower your magick archery in other ways. You learn {{scalevalue}} options from the list of Magick Shots and gain another option at whenever you gain access to a new level of spell slot. If an option requires a saving throw, the DC equals 8 + Intelligence modifier + Proficiency Bonus.
Bolt of Attraction/Repulsion
When you take the attack action, you may expend any number of spell slots with a total spell level of 7. If you do, you fire a bolt to a surface or object you can see within range. Upon landing, the bolt emits a 60 foot radius field of your choice of either Attraction or Repulsion. This field lasts for 1 hour.
Attraction - The bolt causes creatures to feel an intense urge to approach while within 60 feet of it. When a creature comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target.
If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.
Repulsion - The bolt causes creatures to feel an intense urge to leave the area and avoid the area. When such a creature comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it. You may designate any number of creatures to be immune to this effect.
Bolt of Imprisonment
When you take the attack action, you may expend any number of spell slots with a total spell level of 7. If you do, your bolt turns invisible and flies at a target your can see within range. The target becomes enveloped in an invisible cube shaped prison composed of magical force. The prison is a solid box 10 feet on each side or a cage prison 20 feet on each side that is made up of 1/2 inch diameter bars spaced 1/2 inch apart. A solid box prison creates a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. A creature in the prison cannot leave by nonmagical means, and if it tries to leave by using teleportation or interplanar travel, if must first succeed a Charisma saving throw or waste the use of its spell or effect. The prison also extends into the ethereal plane.
A creature targeted by this option can make a Dexterity saving throw to avoid the effects.
Bolt of Invulnerability
When you take the attack action, you may expend any number of spell slots with a total spell level of 6. If you do, you can fire a bolt at a location you can see in range. The area within 10 feet of the bolt is protected. Any spell of level 5 or lower cast from outside the area can’t affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.
At 15th level, the area is protected from spells of 8th level or lower.
Bolt of Magnificent Trajectory
When you take the attack action, you may expend any number of spell slots with a total spell level of 7. If you do, you can fire a bolt of raw arcane force at a target. Make a ranged spell attack roll on the target. If it hits, the bolt flies through them, dealing 4d12 force damage. Then, regardless of whether it hit or not, the bolt returns to you and hovers in your space for 1 minute. As a bonus action on each of your turns, you can make a ranged spell attack on a target within range and command the bolt to fire at them, after which it returns to you again.
At 15th level, the damage increases to 6d12.
Bolt of Paralysis
When you make an attack, you can expend any number of spell slots with a total level of 5. If you do, you can fire a bolt at a point you can see in range. Humanoids of your choice in a 15 foot radius of the bolt must succeed a Wisdom saving throw or become Paralyzed.
At 13th level, the bolt effects any creatures, not just humanoids, and the radius increases to 20 feet.
Bolt of Surveillance
As an action, you can expend any number of spell slots with a total level of 3. If you do, you can fire an invisible bolt that lodges itself into the first object it encounters. For the next hour, the bolt transmits all audio in a 20 foot area around it to your mind as if you were there. The bolt can be detected by magic and dispelled.
At 10th level, the bolt instead teleports to a person or location you are familiar with and hovers near them. For the next minute, you can focus share the bolt's senses, which acts as a scrying eye.
Bolt of Weather Control
As an action, you can expend any number of spell slots with a total level of 8. If you do, you can fire a bolt up into the sky. For the next 8 hours, you control the weather in a 5 mile emanation, centered on you. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
| Stage | Condition |
|---|---|
| 1 | Clear |
| 2 | Light clouds |
| 3 | Overcast or ground fog |
| 4 | Rain, hail, or snow |
| 5 | Torrential rain, driving hail, or blizzard |
| Stage | Condition |
|---|---|
| 1 | Heat wave |
| 2 | Hot |
| 3 | Warm |
| 4 | Cool |
| 5 | Cold |
| 6 | Freezing |
| Stage | Condition |
|---|---|
| 1 | Calm |
| 2 | Moderate wind |
| 3 | Strong wind |
| 4 | Gale |
| 5 | Storm |
Bursting Bolt
When you make an attack, you can choose to expend any number of spell slots with a total level of 3. If you do, you can choose a damage type from amongst: fire, cold, lightning, thunder, acid, or psychic. You fire a bolt at a point you can see within range, where it bursts in a 20 foot radius. Creatures in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 of the chosen damage type. On a success, they take half damage.
At 10th level, creatures that fail their saving throws also suffer one of the following effects, depending on the chosen damage type:
- Fire - the creature takes additional fire damage equal to your wizard level at the start of its next turn.
- Cold - the creature's speed is halved until the end of its next turn.
- Lightning - the creature cannot take reactions until the end of its next turn.
- Thunder - the creature is deafened for 1 minute. It can make a Constitution saving throw at the end of its turns to recover.
- Acid - the creature's AC is reduced by 3 until it uses its action to wipe off the acid.
- Psychic - the creature is stunned until the end of its next turn.
Disintegrating Bolt
When you take the attack action, you may expend any number of spell slots with a total spell level of 6. If you do, you may target a creature within range, and that creature must make a Dexterity saving throw or take 6d10+40 force damage. A creature killed by this bolt is disintegrated.
At 15th level, this option changes to Sacrificial Bolt. It retains the spell slot cost.
Sacrificial Bolt - You make an ranged spell attack roll against the target. As part of this attack, you must expend at least 1 unspent hit die. On a hit, the target takes 5d10+50 force damage. For every additional hit die that you expend, you decrease the number of rolled damage dice by 1 and increase the fixed damage by 10 (i.e. 4d10+60, 3d10+70, etc.). Additionally, for every hit die expended, you lose 2 hit points.
Fearful Bolt
When you take the attack action, you can expend any number of spell slots with a total spell level of 2. If you do, you can fire a bolt to a point you can see in range. All creatures of your choice in a 15 foot radius area around the bolt must make a Wisdom saving throw or become Frightened.
At 10th level, the area increases to 30 feet and creatures that succeed their saving throw take 4d8 psychic damage.
Funnel Trail
When you take the attack action, you may expend any number of spell slots with a total spell level of 1. If you do, you instead target a point you can see within range that is on a solid surface or object. When the bolt hits, it creates a powerful gravitational pull towards itself. Any creature within 15 feet of the bolt must make a Strength saving throw or be pulled up to 15 feet towards the center and knocked prone. Creatures that succeed the saving throw instead take 2d6 force damage from resisting the pull.
At 10th level, the pull now continues to last for 1 minute or until you choose to end the effect. The radius around the bolt counts as difficult terrain for creatures moving in any direction that is not directly towards the center. You may designate any number of creatures to be immune to this effect.
Jumper Bolt
When you take the attack action, you may expend any number of spell slots with total spell level of 5. If you do, you may launch a bolt to a point you can see within range. When the bolt reaches its destination, you and up to 4 willing creatures teleport to the bolt's location.
At 13th level, you may instead target up to 6 creatures that you can see within 40 feet of the bolt's location and teleport each creature to an unoccupied space you can see within 120 feet of you. Unwilling creatures must succeed on a Charisma saving throw to resist this effect.
Magick Flare
When you take the attack action with your Magick Bow, you can expend any number of spell slots with a total spell level of at least 2. If you do, your attack changes into a radiant bolt that you fire at any point you can see within range. While in flight, the bolt illuminates the space around it in a 20 foot radius in bright light. When the bolt reaches its destination or hits a solid object, it detonates into a brilliant flare, shedding bright light in a 60 foot radius and dim light in a further 30 foot radius for 1 minute.
Any undead creatures within the area of bright light upon detonation take 3d6 radiant damage, halved upon a successful Dexterity saving throw.
At 10th level, the damage upon detonation increases to 6d6 and applies to undead, fiends, and aberrations.
Reactive Bolt
When you take the attack action, you may expend any number of spell slots with a total spell level of 4. If you do, you make a ranged spell attack on a creature you can see within range. On a hit, the creature takes 4d4 piercing damage and a glowing fiery bolt remains sticking out from the creature. You allies can choose to attack the bolt (AC of 10). If an ally hits the bolt, it explodes dealing 6d8 fire damage to the creature. Any creatures within 10 feet of the bolt when it detonates, must make a Dexterity saving throw to avoid taking the damage as well (halved on success). Friendly creatures are immune to this damage. At the start of the creature's turn, if the bolt is still lodged in it, it takes 2d6 fire damage.
If the attack misses, the bolt embeds itself in the first surface it contacts and can still be hit to detonate in a 10 foot radius (it has an AC of 10). Each spell level above 4 that you expend for this option increases the explosion damage by 1d6.
At 10th level, the damage of the explosion increases to 8d8, and the damage at the start of the creature's turn increases to 4d6.
Ricochet Seeker
When you take the attack action, you can expend any number of spell slots with a total spell level of 4. If you do, your bolt transforms into a bolt of lightning that deals 6d6 lightning damage. You then may make another attack roll against 2 other creatures within 20 feet of the original target, as the bolt ricochets wildly (even if it missed).
At 10th level, this option instead fires 3 bolts, each of which ricochets up to 2 times and the ricochet radius increases to 30 feet. The bolts can target different creatures.
Warding Arrow
When you take the attack action, you may expend any number of spell slots with a total spell level of at least 1. If you do, the targeted creature becomes warded by protective magic. You may give the targeted creature one of the following resistances for 1 minute: fire, cold, acid, lightning, thunder, necrotic, or radiant damage. For each spell level above 1st that you expend for this effect, you can add an additional resistance to the effect.
At 10th level, this option gives a +2 to the creature's AC, as well as allowing you to choose slashing, bludgeoning, or piercing damage on top of the other resistances. The +2 to AC cannot stack.
Level 6: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can replace each of the attacks with one of your Magick Shot options, or a Wizard cantrip you know.
Level 10: Magic Rebuffer
Whenever you finish a Short or Long Rest, you can choose from Dexterity, Intelligence, Wisdom, or Charisma. Until your next Short or Long Rest, you have advantage on saving throws for the chosen ability score.
Level 14: Quick Draw
After you cast a spell that has a casting time of an action, you can make one attack your magick bow as a Bonus Action.
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